This page will house the development posts I create.
Background Environment
To make the world seem a little more alive I wanted to add some background environment pieces that can be seen off in the distance. I created a base for these pieces in blender, ensuring they were all very tall so the fog would blend out their bases. I created Two pieces one for rock,…
Environmental Development
This is me documenting any decisions I make while producing the final environmental art assets for going home. The pipeline I created for these assets is detailed along with the research I did in my blog post Here. Nearly finished. Finished A giff flying around the finished initial terrain assets. Megan created the small arch…
Animating Doreen
(Doreen is the anemone character I modeled. ) To help bring the character to life I wanted to introduce an idle animation for Doreen. My plan was to create something inspired by anemones and to help put fun friendly feel to the character. I had the Idea to make hers arms wave like an anemones…
Dialogue control.
In order to fully play test the Level we wanted to implement the dialogue system so the player can be guided around the level as they will be in game. To control the dialogue systems we came up with the idea to use an overarching level controller game object to hold scripts which control which…
Play-testing
As the method for creating our environment assets meant these assets were hard to change retrospective to future testing. I suggested to Team lead that before environmental modelling was conducted we should play test the grey box level first. As everyone else was busy I got to work on preparing a new scene for play…
Leaf Shader
This is a “follow up” post to my first post about shader development. In this one I explain the in’s and outs of the leaf shader development. I will be building on the understanding of shaders I talk about in my first post, so it’s a good idea to read that first. The first key…
Shader Development.
This is going to be a long post about all things shader. I have been developing two main shaders for this project. The Grass shader which I just added fog functionality too (The rest is just Harry’s grass shader source: https://halisavakis.com/my-take-on-shaders-grass-shader-part-ii/) The second shader while inspired by Harry’s is actually built by your’s truly and…
Environment asset workflow
Our team was struggling to come up with a way to create the assets we wanted for our large environment pieces. The problem we had was we didn’t want to bake textures to large environment pieces the same way we have been baking the smaller assets as these files would have to be huge in…
Unity Collab Initiation
This post will document some of my initial work with Unity collab, and how we collated assets/tested the collab system. Initially Megan setup the collab, Once we were all added and had tested initial commits worked as expected. I set about making a style guide for the project as we didn’t have one yet. This…
Texturing The Anemone
Texturing of the character was done using substance painter. I Used a base layer to setup the basic parameters I wanted for the material, and then painted alterations on-top. Additional colours were added by creating a flat layer of colour, and painting in a mask. This workflow allows for easy colour alterations later on with…
Modelling The Anemone
I started with simple Poly modelling for the main body, to create a high quality low poly mesh for use in the game. I used a new object (an Icosphere) and then duplication of these to create the tentacle hair. Once complete I joined the hair together to create one object. With the Low poly…
Detailed texture Creation.
This is going to be an in depth look at the methods I use to create my textures. Specifically the brain coral Texture. (Shown below) The methodology for most texture I create is to start with height information, once you have a strong height map you can use this to inform your colour and roughness/metallic…
UI Development
I was drafted to do the UI to cover some people who had fallen behind. After looking at a the button setup for a little while in Unity I figured we can have a universal button script, and then have the buttons themselves call the public functions to allow interactivity (All contained in one script)…
Interaction Script
This is a simple script that allows the player to interact with object in the environment such as pickups. Essentially we have a trigger sphere around our player, when an object is inside this sphere if we hit e, or in this demo’s case the mouse button (Axis can be configured from player settings) we…
Programming camera And Movement
This is the document where I explain how the camera and movement/rotation code works. Camera Code. The bulk of the work is done in two functions. HandleMouseInput(), and HandlePosition(). Essentially we want to create a Dark souls style third person controller. So we want the camera to orbit the player relative to the mouse input.…
Texture Creation
Documentation of references and results for the textures I created for some of the environment assets. Wood. (For treasure Chest) Shell (For Spiral Shell. ) The hard part about the shell is that all the texture is aligned with the curve of the shell. Its creating a texture that emulates the shell with-ought the curves,…
Coral Demo Asset Development
Week three and we have been tasked with creating a test asset for project cohesion and to check our workflows. To start this coral asset I created a generic coral mesh inspired by the photos from my coral research. To create the mesh I used the skin modifier around a line of vertices, the skin…
Circle Geometry
Sketches of me figuring out how to use maths to create some circular geometry. As you can see this is how we create a circle… Do that around a line and in theory you have a cylindrical structure. In Unity I knocked up a quick prototype to calculate some of the values shown above using…
Generation In Unity
So with some basic research understood, it was time to move onto something I could use for the project. Turns out FreyaDoes geometry generation as well https://www.youtube.com/watch?v=6xs0Saff940&t=20775s amazing (not all of this 6 hour stream was watch at this point) her tutorial, along with this one https://www.youtube.com/watch?v=64NblGkAabk by Brackeys, allowed me to test out making…
Grass Development
The shader for the grass in Going home was very similar to what Harry created on his blog (see previous post) As I still lacked the knowledge to create shaders form shaders from scratch I decided to try and adapt Harry’s grass shaders into something usable for Going Home. Here is what harry’s shader looks…
Texture Prototypes.
For the project we wanted to use smooth shaded textures instead of the flat shading on the environment pieces. these are some demo’s I sent to Bayley to verify the style we wanted for the project. Bone. (Whale Bones) I took a way too long focusing on the height. The final map was a lot…
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